using System;
using System.Diagnostics.CodeAnalysis;
using StardewValley;

namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.World;

/// <summary>A command which immediately warps all NPCs to their scheduled positions. To hurry a single NPC, see <c>debug hurry npc-name</c> instead.</summary>
[SuppressMessage("ReSharper", "UnusedMember.Global", Justification = "Loaded using reflection")]
internal class HurryAllCommand : ConsoleCommand
{
    /*********
    ** Public methods
    *********/
    /// <summary>Construct an instance.</summary>
    public HurryAllCommand()
        : base(
            name: "hurry_all",
            description:
                """
                Immediately warps all NPCs to their scheduled positions. (To hurry a single NPC, use `debug hurry npc-name` instead.)

                Usage: hurry_all
                """
        )
    { }

    /// <summary>Handle the command.</summary>
    /// <param name="monitor">Writes messages to the console and log file.</param>
    /// <param name="command">The command name.</param>
    /// <param name="args">The command arguments.</param>
    public override void Handle(IMonitor monitor, string command, ArgumentParser args)
    {
        // check context
        if (!Context.IsWorldReady)
        {
            monitor.Log("You need to load a save to use this command.", LogLevel.Error);
            return;
        }

        // hurry all NPCs
        foreach (NPC npc in Utility.getAllVillagers()) // can't use Utility.ForEachVillager since they may warp mid-iteration
        {
            monitor.Log($"Hurrying {npc.Name}...");
            try
            {
                npc.warpToPathControllerDestination();
            }
            catch (Exception ex)
            {
                monitor.Log($"Failed hurrying {npc.Name}. Technical details:\n{ex}", LogLevel.Error);
            }
        }

        monitor.Log("Done!", LogLevel.Info);
    }
}
